2022-02-08 21:49:56 +00:00
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/*
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 2007 Peter Mackay and Chris Swindle.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_light.c
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extern "C"
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{
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2024-09-09 00:51:24 +00:00
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#include "../../quakedef.h"
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2022-02-08 21:49:56 +00:00
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}
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#include <pspgu.h>
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int r_dlightframecount;
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/*
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==================
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R_AnimateLight
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==================
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*/
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void R_AnimateLight (void)
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{
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int i,j,k;
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//
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// light animations
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// 'm' is normal light, 'a' is no light, 'z' is double bright
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i = (int)(cl.time*10);
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for (j=0 ; j<MAX_LIGHTSTYLES ; j++)
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{
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if (!cl_lightstyle[j].length)
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{
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d_lightstylevalue[j] = 256;
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continue;
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}
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k = i % cl_lightstyle[j].length;
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k = cl_lightstyle[j].map[k] - 'a';
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k = k*22;
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d_lightstylevalue[j] = k;
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}
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}
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/*
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=============================================================================
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DYNAMIC LIGHTS BLEND RENDERING
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=============================================================================
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*/
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/*
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=============
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R_RenderDlights
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=============
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*/
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void R_RenderDlights (void)
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{
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r_dlightframecount = r_framecount + 1; // because the count hasn't
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// advanced yet for this frame
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/*glDepthMask (0);
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glDisable (GL_TEXTURE_2D);
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glShadeModel (GL_SMOOTH);
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glEnable (GL_BLEND);
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glBlendFunc (GL_ONE, GL_ONE);
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l = cl_dlights;
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for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
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{
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if (l->die < cl.time || !l->radius)
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continue;
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R_RenderDlight (l);
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}
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glColor3f (1,1,1);
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glDisable (GL_BLEND);
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glEnable (GL_TEXTURE_2D);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask (1);*/
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/*
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sceGuEnable(GU_LIGHTING);
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sceGuEnable(GU_LIGHT0);
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sceGuEnable(GU_LIGHT1);
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sceGuEnable(GU_LIGHT2);
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sceGuEnable(GU_LIGHT3);
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l = cl_dlights;
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for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
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{
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if (l->die < cl.time || !l->radius || light_num > 3)
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continue;
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ScePspFVector3 pos = { l->origin[0]*3.0, l->origin[1]*3.0, l->origin[2]*3.0};
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sceGuLight(i, GU_POINTLIGHT, GU_DIFFUSE_AND_SPECULAR, &pos);
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sceGuLightColor(i, GU_DIFFUSE, GU_COLOR(l->color[0], l->color[1], l->color[2], 1));
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sceGuLightAtt(i,1.0f,0.0f,0.0f);
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light_num++;
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}
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sceGuSpecular(12.0f);
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sceGuAmbient(0x00222222);
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*/
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}
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/*
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=============================================================================
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DYNAMIC LIGHTS
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=============================================================================
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*/
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void R_MarkLights (dlight_t *light, int bit, mnode_t *node)
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{
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mplane_t *splitplane;
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float dist, l, maxdist;
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msurface_t *surf;
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int i, j, s, t, sidebit;
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vec3_t impact;
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loc0:
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if (node->contents < 0)
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return;
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splitplane = node->plane;
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// dist = PlaneDiff(light->origin, splitplane);
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if (splitplane->type < 3)
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dist = light->origin[splitplane->type] - splitplane->dist;
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else
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dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist;
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if (dist > light->radius)
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{
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node = node->children[0];
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goto loc0;
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}
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if (dist < -light->radius)
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{
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node = node->children[1];
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goto loc0;
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}
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maxdist = light->radius * light->radius;
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// mark the polygons
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surf = cl.worldmodel->surfaces + node->firstsurface;
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for (i=0 ; i<node->numsurfaces ; i++, surf++)
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{
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dist = DotProduct (light->origin, surf->plane->normal) - surf->plane->dist; // JT030305 - fix light bleed through
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if (dist >= 0)
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sidebit = 0;
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else
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sidebit = SURF_PLANEBACK;
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if ( (surf->flags & SURF_PLANEBACK) != sidebit ) //Discoloda
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continue; //Discoloda
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for (j=0 ; j<3 ; j++)
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impact[j] = light->origin[j] - surf->plane->normal[j]*dist;
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// clamp center of light to corner and check brightness
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l = DotProduct(impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
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s = l + 0.5;
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s = bound(0, s, surf->extents[0]);
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s = l - s;
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l = DotProduct(impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
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t = l + 0.5;
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t = bound(0, t, surf->extents[1]);
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t = l - t;
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// compare to minimum light
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if ((s*s + t*t + dist*dist) < maxdist)
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{
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if (surf->dlightframe != r_dlightframecount) // not dynamic until now
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{
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surf->dlightbits = bit;
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surf->dlightframe = r_dlightframecount;
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}
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else // already dynamic
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{
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surf->dlightbits |= bit;
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}
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}
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}
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if (node->children[0]->contents >= 0)
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R_MarkLights (light, bit, node->children[0]);
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if (node->children[1]->contents >= 0)
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R_MarkLights (light, bit, node->children[1]);
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}
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/*
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=============
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R_PushDlights
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=============
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*/
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void R_PushDlights (void)
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{
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int i;
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dlight_t *l;
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r_dlightframecount = r_framecount + 1; // because the count hasn't
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// advanced yet for this frame
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l = cl_dlights;
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for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
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{
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if (l->die < cl.time || !l->radius)
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continue;
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R_MarkLights ( l, 1<<i, cl.worldmodel->nodes );
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}
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}
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/*
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=============================================================================
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LIGHT SAMPLING
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=============================================================================
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*/
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mplane_t *lightplane;
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vec3_t lightspot;
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// LordHavoc: .lit support begin
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// LordHavoc: original code replaced entirely
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int RecursiveLightPoint (vec3_t color, mnode_t *node, vec3_t start, vec3_t end)
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{
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float front, back, frac;
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vec3_t mid;
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loc0:
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if (node->contents < 0)
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return false; // didn't hit anything
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// calculate mid point
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if (node->plane->type < 3)
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{
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front = start[node->plane->type] - node->plane->dist;
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back = end[node->plane->type] - node->plane->dist;
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}
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else
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{
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front = DotProduct(start, node->plane->normal) - node->plane->dist;
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back = DotProduct(end, node->plane->normal) - node->plane->dist;
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}
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// LordHavoc: optimized recursion
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if ((back < 0) == (front < 0))
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// return RecursiveLightPoint (color, node->children[front < 0], start, end);
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{
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node = node->children[front < 0];
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goto loc0;
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}
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frac = front / (front-back);
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mid[0] = start[0] + (end[0] - start[0])*frac;
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mid[1] = start[1] + (end[1] - start[1])*frac;
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mid[2] = start[2] + (end[2] - start[2])*frac;
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// go down front side
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if (RecursiveLightPoint (color, node->children[front < 0], start, mid))
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return true; // hit something
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else
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{
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int i, ds, dt;
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msurface_t *surf;
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// check for impact on this node
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VectorCopy (mid, lightspot);
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lightplane = node->plane;
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surf = cl.worldmodel->surfaces + node->firstsurface;
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for (i = 0;i < node->numsurfaces;i++, surf++)
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{
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if (surf->flags & SURF_DRAWTILED)
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continue; // no lightmaps
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ds = (int) ((float) DotProduct (mid, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3]);
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dt = (int) ((float) DotProduct (mid, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3]);
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if (ds < surf->texturemins[0] || dt < surf->texturemins[1])
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continue;
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ds -= surf->texturemins[0];
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dt -= surf->texturemins[1];
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if (ds > surf->extents[0] || dt > surf->extents[1])
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continue;
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if (surf->samples)
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{
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// LordHavoc: enhanced to interpolate lighting
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byte *lightmap;
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int maps, line3, dsfrac = ds & 15, dtfrac = dt & 15, r00 = 0, g00 = 0, b00 = 0, r01 = 0, g01 = 0, b01 = 0, r10 = 0, g10 = 0, b10 = 0, r11 = 0, g11 = 0, b11 = 0;
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float scale;
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line3 = ((surf->extents[0]>>4)+1)*3;
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lightmap = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3; // LordHavoc: *3 for color
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for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
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{
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scale = (float) d_lightstylevalue[surf->styles[maps]] * 1.0 / 256.0;
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r00 += (float) lightmap[ 0] * scale;g00 += (float) lightmap[ 1] * scale;b00 += (float) lightmap[2] * scale;
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r01 += (float) lightmap[ 3] * scale;g01 += (float) lightmap[ 4] * scale;b01 += (float) lightmap[5] * scale;
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r10 += (float) lightmap[line3+0] * scale;g10 += (float) lightmap[line3+1] * scale;b10 += (float) lightmap[line3+2] * scale;
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r11 += (float) lightmap[line3+3] * scale;g11 += (float) lightmap[line3+4] * scale;b11 += (float) lightmap[line3+5] * scale;
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lightmap += ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting
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}
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color[0] += (float) ((int) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)));
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color[1] += (float) ((int) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)));
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color[2] += (float) ((int) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)));
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}
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return true; // success
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}
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// go down back side
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return RecursiveLightPoint (color, node->children[front >= 0], mid, end);
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}
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}
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vec3_t lightcolor; // LordHavoc: used by model rendering
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int R_LightPoint (vec3_t p)
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{
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vec3_t end;
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if (r_fullbright.value || !cl.worldmodel->lightdata)
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{
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lightcolor[0] = lightcolor[1] = lightcolor[2] = 255;
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return 255;
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}
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end[0] = p[0];
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end[1] = p[1];
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end[2] = p[2] - 2048;
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lightcolor[0] = lightcolor[1] = lightcolor[2] = 0;
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RecursiveLightPoint (lightcolor, cl.worldmodel->nodes, p, end);
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return ((lightcolor[0] + lightcolor[1] + lightcolor[2]) * (1.0f / 3.0f));
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}
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// LordHavoc: .lit support end
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